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Hai-Etlik
10-20-2010, 10:34 PM
I'm working on mapping Welstar, one of the 6 worlds of RetroMUD (http://www.retromud.org/)

I started with the in game overworld map (which consists of multiple layers) took screenshots, stretched horizontally to compensate for the non-square characters used, and went to work in Inkscape.

The standard restack script that comes with Inkscape was nowhere near able to deal with over 6000 trees so I had to write my own. It's rather more limited as it operates only on clones within a group, assumes the clone templates are aligned with one another, and only sorts vertically, but it's MUCH faster and doesn't drop everything into the root of the document.

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And yes, I'm aware it doesn't look anything like a global map, but that's what the gods have provided.

Hai-Etlik
10-21-2010, 03:52 AM
Now with hills and roads. I'll clear a path through the forest for the roads later.

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Hai-Etlik
10-21-2010, 04:03 PM
Desert and swamps

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Hai-Etlik
10-21-2010, 10:29 PM
More progress. I'm pretty much done with with landforms and I've added some colour and a parchment background (Reused from my Portolan chart)

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I'm thinking of using escutcheons for most of the cities, castles, temples, etc rather than representational icons or names. Most of them don't have official arms, but if I can't find anything in game to work with, maybe I'll make something up.

Hai-Etlik
10-22-2010, 07:38 PM
So, a border and I'm beginning to mark out the various points of interest.

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Jaxilon
10-22-2010, 07:51 PM
Looking good. I have no idea what MUD you are talking about so that's lost on me. The only thing that stood out as odd to me was the strong black line used for all the shorelines. I like the colors, they are different.

Aenigma
10-22-2010, 08:10 PM
I like how you did the forests.

Hai-Etlik
10-24-2010, 10:30 PM
Looking good. I have no idea what MUD you are talking about so that's lost on me. The only thing that stood out as odd to me was the strong black line used for all the shorelines. I like the colors, they are different.

Yeah the coastline is something I plan to revisit. The colours aren't quite what I had in mind, but they work. I'm trying to the look of a watercolour wash.


I like how you did the forests.

Thanks I made up some trees, then used spray clones, unclumped, and then shifted them around both individually and using the tweak tool. Then I finished it off by running the restack script I mentioned in the first post.

And here's the current state of things:

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Rythal
10-24-2010, 10:52 PM
looks pretty good. Imo, the crests and symbol seem too vibrant compared to the rest of the map. Maybe dull the colours on them or something.

Hai-Etlik
10-24-2010, 11:04 PM
Yeah, the colours of the symbols is just temporary while I work out their positions. Once I have it set I'll change them to just the ink outlines and then add the colour back with a more subtle, hand painted look similar to the border.

Hai-Etlik
10-26-2010, 12:44 AM
A bit more progress. I managed to reuse a crosshatching generator I wrote a while back for the farmland.

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Hai-Etlik
10-29-2010, 02:59 AM
More adjustments, and the POIs have a more hand painted look, though I'm still not sure about them. Hopefully a bit more Filter Effect goodness will help. The scroll could do with some work too so it doesn't look so perfect.

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Hai-Etlik
11-01-2010, 11:03 PM
I had to do some rescaling to get the filters working the way I want but here it is with preliminary effects for the ink and detail paint, and a bit of overall warping.

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geamon
11-02-2010, 03:41 AM
Used the VanGogh filter I'm assuming?

Hai-Etlik
11-02-2010, 04:25 AM
Used the VanGogh filter I'm assuming?

No, built from scratch. The ink filter 'in' composes with perlin noise, and gaussian blurs it, then combines the two and multiplies with the background. The detail paint filter 'in' composes with fractal noise. The warp is a displacement map with fractal noise.

geamon
11-02-2010, 02:35 PM
Very similar effect I find, I haven't branched out into trying other custom made filters yet, one step at a time. Nice map by the way. Not a fan of the large heraldric icons in the stlye personal, but thats more prefrence personally.

Hai-Etlik
11-08-2010, 05:43 AM
Very similar effect I find, I haven't branched out into trying other custom made filters yet, one step at a time. Nice map by the way. Not a fan of the large heraldric icons in the stlye personal, but thats more prefrence personally.

I normally use representational icons or plain text, but the heraldry felt more appropriate to this map given the themes and real world cultural influences of Welstar.

RobA
11-08-2010, 11:57 PM
A bit more progress. I managed to reuse a crosshatching generator I wrote a while back for the farmland.


I like everything but the fields. They are the only isometric looking element and jump out a bit. I think a straight orthogonal hatching might blend better...

-Rob A>

Hai-Etlik
11-09-2010, 12:28 AM
I like everything but the fields. They are the only isometric looking element and jump out a bit. I think a straight orthogonal hatching might blend better...

Yes, that's one thing that bothered me (And actually there's the pyramid too, and the oasis sort of although it only has one natural axis.) on the other hand, it didn't look right when orthogonal either.

RobA
11-09-2010, 12:39 AM
The standard restack script that comes with Inkscape was nowhere near able to deal with over 6000 trees so I had to write my own.

Hey, give a guy a break, it was my first Inkscape script. Plus I'd never programed in python before I wrote it ;)

-Rob A>

Hai-Etlik
12-10-2010, 04:37 AM
So It's a month and I've come back to this map again for a bit more work.

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The displacement map wasn't working as it blurred the image too much. I've changed the orientation of the farmland pattern, adjusted some line weights, stains, and noise frequencies, and added a bit of variation to the scroll.

Hai-Etlik
12-11-2010, 10:37 PM
A few more refinements, I thinned down the lines of the border, adjusted the colour wash a bit, and fixed one of the POI symbols.

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I'm fairly happy with it now so unless someone has any suggestions to make or errors to point out, I'll probably call this one done.

jtougas
12-11-2010, 10:40 PM
What A great look Beautiful ! :)

Ascension
12-12-2010, 06:03 AM
It has a good medieval vibe to it but the hills look kinda awkward (my own opinion). I might throw those out for the traditional hump-looking things or just leave them out entirely. The really big ones on the left side are the ones I'm talking about - the small ones look better as the lines are spaced out more. All in all, though, I like the vibe.

Nathan
12-12-2010, 08:10 AM
It's always interesting to see the evolution of a project.
Keep going.

Hai-Etlik
12-13-2010, 09:39 PM
It has a good medieval vibe to it but the hills look kinda awkward (my own opinion). I might throw those out for the traditional hump-looking things or just leave them out entirely. The really big ones on the left side are the ones I'm talking about - the small ones look better as the lines are spaced out more. All in all, though, I like the vibe.

Unfortunately, this is somewhere that the source map is constraining me. It consists of multiple levels and it would be throwing out a lot of information if I didn't represent that in some way. The multiple lines of hachuring is still the best compromise I can think of.

However there were a few problems with the hachuring that bothered me when you drew my attention back to it, so I've tweaked it a bit, and found a better way to structure my path effects in the process (I'm now Pattern Along Path to get perpendiculars, then Sketch to jitter them, then Pattern Along Path to apply the stroke shape)

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I also made a few more tweaks to the parchment filter effect.

Rythal
12-13-2010, 09:56 PM
been a while since I checked on this map; looking really good!

Ascension
12-14-2010, 12:03 AM
That looks better, not so closely packed.

Hai-Etlik
12-14-2010, 02:41 AM
OK, I'm calling it finished and posted it to the Finished Maps forum: http://www.cartographersguild.com/showthread.php?12802-The-Great-Cities-of-Keystone-and-Abarack-on-Welstar-the-World-of-Order